Skip to content

Land type

INI referenceEnumsLandType

Terrain classes used by movement, pathfinding, and terrain restrictions.

Engine enum
LandType
Input form
Named token

A cell’s land type comes from the tile beneath it, unless an overlay on the cell sets one. Land covers which of the two the cell reports. Tiles produce nine of the twelve land types; Wall, Tiberium and Weeds come only from overlays.

CliffBackImpassability=2 can then change a cell that lies a cliff step or more below a nearby cell to Rock. A cell whose overlay has Land=Wall, Land=Railroad or NoUseTileLandType=yes becomes Rock whatever its land type is. Any other cell becomes Rock only if its land type is Clear, Water, Beach or Ice, so a Road, Rough or Railroad tile keeps its land type, and so does a Tiberium cell.

Each land type has a rules.ini section of the same name, such as [Clear] or [Railroad]. The section holds the movement cost for each speed type and the Buildable flag, as the terrain table describes. The twelve land types are fixed by the engine. A mod can change the values in a section but cannot add a land type.

Values

12 of 12

InputMeaningEngine constantStored value
ClearClear ground.LAND_CLEAR0
RoadRoad surface.LAND_ROAD1
WaterOpen water.LAND_WATER2
RockRock, including cells that `CliffBackImpassability` converts.LAND_ROCK3
WallWall terrain.LAND_WALL4
TiberiumTiberium field.LAND_TIBERIUM5
BeachBeach terrain.LAND_BEACH6
RoughRough ground.LAND_ROUGH7
IceSolid ice.LAND_ICE8
RailroadRail track terrain.LAND_RAILROAD9
TunnelTunnel terrain.LAND_TUNNEL10
WeedsVein weed terrain.LAND_WEEDS11

Used by

Source files

Linked at revision 51b52aa38392.